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Messages - Mordaan

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61
I did that with one character.  But since Taemian is storage, I just put the anvil in storage and didn't complete the quest.  It remains in storge to this day.   ;D

62
In regards to rats if we ask players to kill them they will be easy for players to kill, I hope atleast.

We can have the NPC accept any rat part rather than just hides.  Then the only way a player would fail after killing one rat is if they happen to loot nothing, and with the latest loot rules being what they are is much less likely.

63
Guilds Forum / Re: [GUILD] Explorers
« on: October 03, 2012, 11:06:31 am »
*waves at Thedrish*

Welcome back!  I hope to see you around.

64
Quote
Quest 1: Abelia
Other: some spattering of skills you can do and gives you a selection of food stuffs to get started.

Have her start off by giving you a free beer.  Now that will give a nice first impression.   :D

Seriously, and I am speaking about making a good first impression here, we could put Abelia behind a table (maybe just a crafting prep table will do), with some additional items on it like mugs, some bread, or other food items.  And though this is a map issue, I'd really like to see some signage in the tutorial.  Just a nice banner above Abelia saying "Welcome", or a sign clearly saying "Hydlaa Orientation Center"...or something.  It would really give players the sense they are being welcomed and there is an IC purpose for them being there.

One thing I think we can ALL agree upon is the tutorial needs some work.  It has been an idea floating around for a few months and I'm glad to see it get going.  Venalan:  :thumbup:

And this is also a good opportunity to point out that if you want to help out, you can always join the settings team.   :)

65
PlaneShift News and Rules / Re: Updates on quests and settings
« on: September 20, 2012, 08:55:39 am »
What would happen if in repeatable quests a small probability to gain rare glyhs were implemented -- instead of flooding the place with mind glyphs. Just like happening with weapons and armor.

Hmm, interesting approach.  I don't think we currently have the ability to randomize quest rewards.  We can at least look into it, though.

66
PlaneShift News and Rules / Re: Updates on quests and settings
« on: September 13, 2012, 08:16:54 am »
@ Venalan:

So you say that Mordaan did nothing?!

 :-[  I would have loved to help on the quest notes but ended up being too busy with all the alchemy stuff.  Venalan did a tremendous amount of work in a short period of time.   :thumbup:

67
PlaneShift News and Rules / Re: Updates on quests and settings
« on: September 12, 2012, 09:22:22 am »
Also keep in mind, you still have the ability to add your own quest notes the way you always have.  The two should not be confused.  Personal quest notes are done by players and are recorded in your settings folder.  These quest notes are automatic and done server side.

They can be very valuable in case it's been awhile since you've started a quest and forgot where you were or what you needed to do next.  Think of these quest notes as a running summary of what has been done.

68
Guilds Forum / Re: [GUILD] Explorers
« on: August 23, 2012, 03:41:52 pm »
Hiya Chavem!   :)

A big welcome back.  I do hope we run into each other in game soon.  I look forward to it.

69
Development Deliberation / Re: static src analysis for fun and profit
« on: July 02, 2012, 09:15:18 am »
Hah, interesting.

When you have a project as old as this one now with so many contributors over the years, the code could probably use a periodic analysis/clean up.  Who knows, maybe this can lead to solving some of those crashes.   :whistling:

70
PlaneShift News and Rules / Re: Armor Enchanting and some fixes!
« on: June 29, 2012, 08:44:26 am »
I had a lot of problems getting those, particularly the one near Amadison. I eventually gave up and haven't seen one of those messages is some time. Nevertheless, last time I looked at my achievements it was there. I'm not sure why it suddenly appeared.

Hmm, maybe that spot isn't quite as accessible since the Hydlaa update?  We'll have to check it out.

71
It has now been tweaked.  I mined several ores yesterday and every single one was Q300.  It should no longer be the case now.

72
The main thing to remember, especially when mining/harvesting/fishing in great numbers is stacking.  Different qualities means they won't stack so you'll run out of inv slots fast.  And if you stack them of course it means an averaged quality.  I'd probably keep 3 stacks - low, medium, and high - or something like that.

Compared to the benefit of variable quality, which is long overdue, it's a minor problem...you just have to develop your own strategy for it.  Just something to keep in mind.

73
General Discussion / Re: Introducing NPCs day/night cycles
« on: April 24, 2012, 09:07:02 am »
The problem there is almost every NPC (except some of the new ones in Kore and Amdeneir ... and even some of those) are involved in one quest or another.  Add trainers to that and you pretty much cover them all.

I like the idea of having more redundancy with trainers (especially in different areas), and especially with beginning levels but that would involve a major overhaul in trainers...which will probably be worth doing at some point.

Oh how the projects pile up.   ;D

74
General Discussion / Re: Monster hunt project
« on: April 23, 2012, 12:44:30 pm »
such as clackers by the clackerweed.

 :D

Though it's crackerweed (I've often wondered if that was intentional or a typo)   ;D

75
General Discussion / Re: Monster hunt project
« on: April 23, 2012, 11:11:42 am »
Trepor packs:

Trepors pack in bdroad1 (next to the forest leading to hydlaa) and ojaroad1 (nexto to the road leading to Oja) seems fine to me (speaking about locations) but I suggest not to make them aggressive unless the tribe is attacked (it would cause a lot of trouble to newbie players mining or passing by).

Right now aggressive status is pretty simple.  They're individually either aggressive to you or not, and when attacked, they run to you.  The tribe behaviors as part of the GSoC are currently being worked on.  It will be interesting to see how this effects aggression as a group.  To take it one step further, varied aggression would be interesting too: some monsters might run to you, others might run away.  Attacks by certain spells which are supposed to cause immobilization (like freeze) to actually see that effect the movement of the NPCs would be nice to see as well.  But that is a whole other project in itself.

Step 1 is to get them in the appropriate places, then in the future we can work on the behavior aspect of it.

Also, as drJack suggested, plant and herb spawns are going to be worked on.  It'd be nice to have a connection there...to have creatures near plants they might feed on.

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